CumInCAD is a Cumulative Index about publications in Computer Aided Architectural Design
supported by the sibling associations ACADIA, CAADRIA, eCAADe, SIGraDi, ASCAAD and CAAD futures

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_id caadria2018_167
id caadria2018_167
authors Sun, Chengyu, Zheng, Zhaohua, Wang, Yuze, Sun, Tongyu and Ruiz, Laura
year 2018
title A Topological-Rule-Based Algorithm Converting a Point Cloud into a Key-Feature Mesh
doi https://doi.org/10.52842/conf.caadria.2018.2.597
source T. Fukuda, W. Huang, P. Janssen, K. Crolla, S. Alhadidi (eds.), Learning, Adapting and Prototyping - Proceedings of the 23rd CAADRIA Conference - Volume 2, Tsinghua University, Beijing, China, 17-19 May 2018, pp. 597-606
summary As a bridge between tangible models and digital counter parts in almost all the architectural applications with Tangible User Interface, converting point clouds scanned from objects into light meshes with key-features are essential in the human-computer interaction. In this paper, an algorithm based on topological rules is introduced, which focuses on computing a topological-right mesh from a point cloud scanned by a low-cost device in real time. Mesh faces are extracted by analyzing distribution of the normal vectors of neighbor point clusters and mesh vertexes are calculated according to the topological conditions of local surrounding faces. Such a final key-feature mesh has the largest geometric similarity and least vertexes to the tangible model at an architectural cognitive level, whose dimensional accuracy is at an acceptable level concerning the low-cost device used.
keywords Tangible model; Point cloud; Mesh simplification; Human Computer Interaction
series CAADRIA
email
last changed 2022/06/07 07:56

_id caadria2018_056
id caadria2018_056
authors Chirkin, Artem, Pishniy, Maxim and Sender, Arina
year 2018
title Generilized Visibility-Based Design Evaluation Using GPU
doi https://doi.org/10.52842/conf.caadria.2018.2.483
source T. Fukuda, W. Huang, P. Janssen, K. Crolla, S. Alhadidi (eds.), Learning, Adapting and Prototyping - Proceedings of the 23rd CAADRIA Conference - Volume 2, Tsinghua University, Beijing, China, 17-19 May 2018, pp. 483-492
summary Visibility plays an important role in perception and use of an urban design, and thus often becomes a target of design analysis. This work presents a fast method of evaluating various visibility-based design characteristics, such as isovists or insolation exploiting the GPU rendering pipeline and compute shaders. The proposed method employs a two-stage algorithm on each point of interest. First, it projects the visible space around a vantage point onto an equirectangular map. Second, it folds the map using a flexibly defined function into a single value that is associated with the vantage point. Being executed on a grid of points in a 3D scene, it can be visualized as a heat map or utilized by another algorithm for further design analysis. The developed system provides nearly real-time analysis tools for an early-stage design process to a broad audience via web services.
keywords design analysis; design evaluation; GPU; isovist; insolation
series CAADRIA
email
last changed 2022/06/07 07:55

_id caadria2018_046
id caadria2018_046
authors Lu, Siliang and Cochran Hameen, Erica
year 2018
title Integrated IR Vision Sensor for Online Clothing Insulation Measurement
doi https://doi.org/10.52842/conf.caadria.2018.1.565
source T. Fukuda, W. Huang, P. Janssen, K. Crolla, S. Alhadidi (eds.), Learning, Adapting and Prototyping - Proceedings of the 23rd CAADRIA Conference - Volume 1, Tsinghua University, Beijing, China, 17-19 May 2018, pp. 565-573
summary As one of the most important building systems, HVAC plays a key role in creating a comfortable thermal environment. Predicted Mean Vote (PMV), an index that predicts the mean value of the votes of a large group of persons on the thermal sensation scale, has been adopted to evaluate the built environment. Compared to environmental factors, clothing insulation can be much harder to measure in the field. The existing research on real-time clothing insulation measurement mainly focuses on expensive infrared thermography (IR) cameras. Therefore, to ensure cost-effectiveness, the paper has proposed a solution consisting of a normal camera, IR and air temperature sensors and Arduino Nanos to measure clothing insulation in real-time. Moreover, the algorithm includes the initialization from clothing classification with pre-trained neural network and optimization of the clothing insulation calculation. A total of 8 tests have been conducted with garments for spring/fall, summer and winter. The current results have shown the accuracy of T-shirt classification can reach over 90%. Moreover, compared with the results with IR cameras and reference values, the accuracies of the proposed sensing system vary with different clothing types. Research shall be further conducted and be applied into the dynamic PMV-based HVAC control system.
keywords clothing insulation; skin temperature; clothing classification; IR temperature sensor; Optimization
series CAADRIA
email
last changed 2022/06/07 07:59

_id acadia18_72
id acadia18_72
authors Nagy, Danil; Stoddart, Jim; Villaggi, Lorenzo; Burger, Shane; Benjamin, David
year 2018
title Digital Dérive. Reconstructing urban environments based on human experience
doi https://doi.org/10.52842/conf.acadia.2018.072
source ACADIA // 2018: Recalibration. On imprecisionand infidelity. [Proceedings of the 38th Annual Conference of the Association for Computer Aided Design in Architecture (ACADIA) ISBN 978-0-692-17729-7] Mexico City, Mexico 18-20 October, 2018, pp. 72-81
summary This paper describes a novel method for reconstructing urban environments based on individual occupant experience. The method relies on a low-cost off-the-shelf 360-degree camera to capture video and audio data from a natural walk through the city. It then uses a custom workflow based on an open-source Structure from Motion (SfM) library to reconstruct a dense point cloud from images extracted from the 360-degree video. The point cloud and audio data are then represented within a virtual reality (VR) model, creating a multisensory environment that immerses the viewer into the subjective experience of the occupant.

This work questions the role of precision and fidelity in our experience and representation of a “real” physical environment. On the one hand, the resulting VR environment is less complete and has lower fidelity than digital environments created through traditional modeling and rendering workflows. On the other hand, because each point in the point cloud is literally sampled from the actual environment, the resulting model also captures more of the noise and imprecision that characterizes our world. The result is an uncanny immersive experience that is less precise than traditional digital environments, yet represents many more of the unique physical characteristics that define our urban experiences.

keywords full paper, urban design & analysis, representation + perception, interactive simulations, virtual reality
series ACADIA
type paper
email
last changed 2022/06/07 07:59

_id acadia21_246
id acadia21_246
authors Safley, Nick
year 2021
title Reconnecting...
doi https://doi.org/10.52842/conf.acadia.2021.246
source ACADIA 2021: Realignments: Toward Critical Computation [Proceedings of the 41st Annual Conference of the Association of Computer Aided Design in Architecture (ACADIA) ISBN 979-8-986-08056-7]. Online and Global. 3-6 November 2021. edited by B. Bogosian, K. Dörfler, B. Farahi, J. Garcia del Castillo y López, J. Grant, V. Noel, S. Parascho, and J. Scott. 246-255.
summary This design research reimagines the architectural detail in a postdigital framework and proposes digital methods to work upon discrete tectonics. Drawing upon Marco Frascari's writing The Tell-the-Tale Detail, the study aims to reimagine tectonic thinking for focused attention after the digital turn. Today, computational tools are powerful enough to perform operations more similar to physical tools than in the earlier digital era. These tools create a "digital materiality," where architects can manipulate digital information in parallel and overlapping ways to physical corollaries. (Abrons and Fure, 2018) To date, work in this area has focused on materiality specifically. This project reinterprets tectonics using texture map editing and point cloud information, particularly reconceptualizing jointing using images. Smartphone-based 3D digital scanning was used to captured details from a series of Carlo Scarpa's influential works, isolating these details from their physical sites and focusing attention upon individual tectonic moments. As digital scans, these details problematize the rhetoric of smoothness and seamlessness prevalent in digital architecture as they are discretely construed loci yet composed of digital meshes. (Jones 2014) Once removed from their contexts, reconnecting the digital scans into compositions of "compound details" necessitated a series of new mechanisms for constructing and construing not native to the material world. Using Photoshop editing of texture-mapped images, digital texturing of meshes, and interpretation of the initial material constructions, new joints within and between these the digital scanned details were created to reframe the original detail for the post-digital.
series ACADIA
type paper
email
last changed 2023/10/22 12:06

_id acadia18_216
id acadia18_216
authors Ahrens, Chandler; Chamberlain, Roger; Mitchell, Scott; Barnstorff, Adam
year 2018
title Catoptric Surface
doi https://doi.org/10.52842/conf.acadia.2018.216
source ACADIA // 2018: Recalibration. On imprecisionand infidelity. [Proceedings of the 38th Annual Conference of the Association for Computer Aided Design in Architecture (ACADIA) ISBN 978-0-692-17729-7] Mexico City, Mexico 18-20 October, 2018, pp. 216-225
summary The Catoptric Surface research project explores methods of reflecting daylight through a building envelope to form an image-based pattern of light on the interior environment. This research investigates the generation of atmospheric effects from daylighting projected onto architectural surfaces within a built environment in an attempt to amplify or reduce spatial perception. The mapping of variable organizations of light onto existing or new surfaces creates a condition where the perception of space does not rely on form alone. This condition creates a visual effect of a formless atmosphere and affects the way people use the space. Often the desired quantity and quality of daylight varies due to factors such as physiological differences due to age or the types of tasks people perform (Lechner 2009). Yet the dominant mode of thought toward the use of daylighting tends to promote a homogeneous environment, in that the resulting lighting level is the same throughout a space. This research project questions the desire for uniform lighting levels in favor of variegated and heterogeneous conditions. The main objective of this research is the production of a unique facade system that is capable of dynamically redirecting daylight to key locations deep within a building. Mirrors in a vertical array are individually adjusted via stepper motors in order to reflect more or less intense daylight into the interior space according to sun position and an image-based map. The image-based approach provides a way to specifically target lighting conditions, atmospheric effects, and the perception of space.
keywords full paper, non-production robotics, representation + perception, performance + simulation, building technologies
series ACADIA
type paper
email
last changed 2022/06/07 07:54

_id ecaadesigradi2019_249
id ecaadesigradi2019_249
authors Chiarella, Mauro, Gronda, Luciana and Veizaga, Martín
year 2019
title RILAB - architectural envelopes - From spatial representation (generative algorithm) to geometric physical optimization (scientific modeling)
doi https://doi.org/10.52842/conf.ecaade.2019.3.017
source Sousa, JP, Xavier, JP and Castro Henriques, G (eds.), Architecture in the Age of the 4th Industrial Revolution - Proceedings of the 37th eCAADe and 23rd SIGraDi Conference - Volume 3, University of Porto, Porto, Portugal, 11-13 September 2019, pp. 17-24
summary Augmented graphical thinking operates by integrating algorithmic, heuristic, and manufacturing processes. The Representation and Ideation Laboratory (RILAB-2018) exercise begins with the application of a parametric definition developed by the team of teachers, allowing for the construction of structural systems by the means of the combination of segmental shells and bending-active. The main objetive is the construction of a scientific model of simulation for bending-active laminar structures has brought into reality trustworthy previews for architectural envelopes through the interaction of parametrized relational variables. This way we put designers in a strategic role for the building of the pre-analysis models, allowing more preciseness at the time of picking and defining materials, shapes, spaces and technologies and thus minimizing the decisions based solely in the definition of structural typological categories, local tradition or direct experience. The results verify that the strategic integration of models of geometric physical optimization and spatial representation greatly expand the capabilities in the construction of the complex system that operates in the act of projecting architecture.
keywords architectural envelopes; augmented graphic thinking; geometric optimization; bending-active
series eCAADeSIGraDi
email
last changed 2022/06/07 07:55

_id ecaade2022_368
id ecaade2022_368
authors Das, Avishek, Brunsgaard, Camilla and Madsen, Claus Brondgaard
year 2022
title Understanding the AR-VR Based Architectural Design Workflow among Selected Danish Architecture Practices
doi https://doi.org/10.52842/conf.ecaade.2022.1.381
source Pak, B, Wurzer, G and Stouffs, R (eds.), Co-creating the Future: Inclusion in and through Design - Proceedings of the 40th Conference on Education and Research in Computer Aided Architectural Design in Europe (eCAADe 2022) - Volume 1, Ghent, 13-16 September 2022, pp. 381–388
summary Virtual reality (VR) and augmented reality (AR) have been proposed to be additional architectural design mediums for at least 25 years (Dagit, 1993). Despite rapid technical and technological development, it has not been adopted into architectural design practices as compared to academia and research. Surveys from the American Institute of Architects (AIA) and Royal Institutes of British Architects (RIBA) demonstrate the state of architectural practices; 72% of architects and 65% of architects respectively are not using any kind of virtual, augmented, or mixed reality in their practices(RIBA and Microsoft, 2018; Hampson, 2020). In this paper, the authors investigate the state of practices, issues, challenges, and opportunities of the utilization of virtual, augmented, and mixed realities in six architectural practices in the Danish context. Three of the practices are large architectural practices, one medium-sized practice specializing in institutional, healthcare and cultural architecture, and one firm designing private family houses, kindergartens, daycares and places for people with disability and, one experimental design studio. All these practices have used VR/AR in their projects to various degrees. In recent years Danish architectural practices have been involved in various VR/AR-based exhibitions, demonstrations, and tool developments to promote the usage of the same in design practice. Through a set of qualitative interviews with personnel from key architectural practices, the authors would like to demonstrate the present state of practices. The investigation explores the usage of VR and AR in Danish architecture practices by identifying challenges and opportunities regarding skill levels, architectural typology, use cases, toolchains, and workflow and shows similarities and differences between traditional and VR-based design processes. The main findings show how VR/AR-based visualization helps architects to perceive spatiality and also ushers creativity through immersion and overlays.
keywords Virtual Reality, Augmented Reality, Architectural Design Practice, Denmark
series eCAADe
email
last changed 2024/04/22 07:10

_id ecaade2018_145
id ecaade2018_145
authors Fukuda, Tomohiro, Zhu, Yuehan and Yabuki, Nobuyoshi
year 2018
title Point Cloud Stream on Spatial Mixed Reality - Toward Telepresence in Architectural Field
doi https://doi.org/10.52842/conf.ecaade.2018.2.727
source Kepczynska-Walczak, A, Bialkowski, S (eds.), Computing for a better tomorrow - Proceedings of the 36th eCAADe Conference - Volume 2, Lodz University of Technology, Lodz, Poland, 19-21 September 2018, pp. 727-734
summary In remote meetings that involve the study of buildings and cities, sharing three-dimensional (3D) virtual spatial of buildings and cities is just as necessary as sharing the appearances and voices of meeting participants. Because of this, system development and pilot projects have attempted to share 3D virtual models via the internet in real-time but is still insufficient compared with face-to-face meeting. Therefore, this research explores the applicability of a spatial mixed reality (MR) system that displays point cloud streams to realize 3D remote meeting in architecture and urban fields. MR is a new technology that enables 3D presentations of various information, combining the physical and virtual worlds. One MR method is telepresence, which is expected to give people a way to communicate remotely as if face to face in a realistic way. We first developed a MR system named PcsMR (Point cloud stream on mixed reality) to display point cloud streams. The PcsMR system's operation consists of generating and transferring a point cloud stream and then rendering a point cloud stream using MR. The PcsMR acquired the point cloud stream in real-time using Kinect for Windows v2 and transferred it to Microsoft HoloLens, which uses optical see-through MR. Then we constructed two prototypes based on PcsMR and carried out pilot projects. Through observing the experiments, application possibilities for architecture and urban fields are found in meetings and communications that share real-time 3D objects and include the movement of remote participants and objects. The proposed method was evaluated feasible and effective.
keywords Telepresence; Mixed reality; Point cloud stream; Remote meeting; Real time
series eCAADe
email
last changed 2022/06/07 07:50

_id acadia20_382
id acadia20_382
authors Hosmer, Tyson; Tigas, Panagiotis; Reeves, David; He, Ziming
year 2020
title Spatial Assembly with Self-Play Reinforcement Learning
doi https://doi.org/10.52842/conf.acadia.2020.1.382
source ACADIA 2020: Distributed Proximities / Volume I: Technical Papers [Proceedings of the 40th Annual Conference of the Association of Computer Aided Design in Architecture (ACADIA) ISBN 978-0-578-95213-0]. Online and Global. 24-30 October 2020. edited by B. Slocum, V. Ago, S. Doyle, A. Marcus, M. Yablonina, and M. del Campo. 382-393.
summary We present a framework to generate intelligent spatial assemblies from sets of digitally encoded spatial parts designed by the architect with embedded principles of prefabrication, assembly awareness, and reconfigurability. The methodology includes a bespoke constraint-solving algorithm for autonomously assembling 3D geometries into larger spatial compositions for the built environment. A series of graph-based analysis methods are applied to each assembly to extract performance metrics related to architectural space-making goals, including structural stability, material density, spatial segmentation, connectivity, and spatial distribution. Together with the constraint-based assembly algorithm and analysis methods, we have integrated a novel application of deep reinforcement (RL) learning for training the models to improve at matching the multiperformance goals established by the user through self-play. RL is applied to improve the selection and sequencing of parts while considering local and global objectives. The user’s design intent is embedded through the design of partial units of 3D space with embedded fabrication principles and their relational constraints over how they connect to each other and the quantifiable goals to drive the distribution of effective features. The methodology has been developed over three years through three case study projects called ArchiGo (2017–2018), NoMAS (2018–2019), and IRSILA (2019-2020). Each demonstrates the potential for buildings with reconfigurable and adaptive life cycles.
series ACADIA
type paper
email
last changed 2023/10/22 12:06

_id sigradi2018_1473
id sigradi2018_1473
authors Kimi Cogima, Camila; V. V. de Paiva, Pedro; Dezen-Kempter, Eloisa; G. De Carvalho, Marco Antonio
year 2018
title Digital scanning and BIM modeling for modern architecture preservation: the Oscar Niemeyer’s Church of Saint Francis of Assisi
source SIGraDi 2018 [Proceedings of the 22nd Conference of the Iberoamerican Society of Digital Graphics - ISSN: 2318-6968] Brazil, São Carlos 7 - 9 November 2018, pp. 457-462
summary The Building Information Modelling (BIM) technology enabled improvement in the design, construction and maintenance stages highly. In the field of existing buildings, including historical assets, this technology has not yet had the same impact. This paper presents a methodology to create an intelligent digital model for an outstanding building from modern architecture in Brazil using multiple reality-based technologies. The fusion of the different point cloud raw data generated a high-resolution Dense Surface Model (DSM), the base of an accurate and detailed parametric Model. This study demonstrated the potential of digital surveying, including low-cost sensors, and BIM for built heritage documentation.
keywords Reality-based surveying; Point cloud; As-is model; Building Information Modelling; Modern Heritage
series SIGRADI
email
last changed 2021/03/28 19:58

_id ecaaderis2018_112
id ecaaderis2018_112
authors Kontovourkis, Odysseas and Konatzii, Panagiota
year 2018
title Design-static analysis and environmental assessment investigation based on a kinetic formwork-driven by digital fabrication principles
source Odysseas Kontovourkis (ed.), Sustainable Computational Workflows [6th eCAADe Regional International Workshop Proceedings / ISBN 9789491207143], Department of Architecture, University of Cyprus, Nicosia, Cyprus, 24-25 May 2018, pp. 131-140
keywords This research focuses on design-static analysis and environmental assessment procedures that are based on the idea of a flexible kinetic formwork used as the automated mechanism for the production of bricks for porous wall structures. A key aspect of this investigation is the Life Cycle Assessment (LCA) analysis study that is applied in order to achieve, in parallel with the automated procedure, the sustainable potential of the products. For this purpose, the design and construction flexibility of the product is taken into account from the early design decision making stage by examining different sizes of bricks under fabrication including massive or porous ones in order to test their design and static performance, aiming to adapt their shape in multiple functional and environmental scenarios. In parallel, the LCA impact of the given design scenarios are taken into consideration, again from the early design phase, and include, among other objectives, material minimization, less environmental impact of building materials and less energy consumption based on the proposed digital fabrication technology. This is examined by comparing digital design and robotic automated results using three types of ecological materials.
series eCAADe
email
last changed 2018/05/29 14:33

_id caadria2018_180
id caadria2018_180
authors Mekawy, Mohammed and Petzold, Frank
year 2018
title BIM-Based Model Checking in the Early Design Phases of Precast Concrete Structures
doi https://doi.org/10.52842/conf.caadria.2018.2.071
source T. Fukuda, W. Huang, P. Janssen, K. Crolla, S. Alhadidi (eds.), Learning, Adapting and Prototyping - Proceedings of the 23rd CAADRIA Conference - Volume 2, Tsinghua University, Beijing, China, 17-19 May 2018, pp. 71-80
summary Designers often carry out their work in the early design stages with disregard to prefabrication requirements, leading to poorly thought out design decisions in terms of precast concrete planning efficiency. If precast expertise could be integrated early into design schemes, this would improve design efficiency, reduce errors and misalignments, and save time at every design iteration. The objective is not to replace precast domain experts, but to help architects make better-informed design decisions. This research is part of a wider investigation that aims to develop a rule-based expert system to support an automated review of precast concrete requirements in BIM models in the early design stages, proactively providing feedback for design decision support. This specific paper summarizes the theoretical part of the research and proposes a way to formalize precast expert knowledge as rule-sets in a tabular form that can be later programmed and integrated in a BIM platform for automated checking of BIM models.
keywords Precast Concrete; Rule-based checking; BIM-based model checking; Expert system; Decision tables
series CAADRIA
email
last changed 2022/06/07 07:58

_id ijac202018202
id ijac202018202
authors Pasquero, Claudia and Marco Poletto
year 2020
title Bio-digital aesthetics as value system of post-Anthropocene architecture
source International Journal of Architectural Computing vol. 18 - no. 2, 120-140
summary It is timely within the Anthropocene era, more than ever before, to search for a non-anthropocentric mode of reasoning, and consequently designing. The PhotoSynthetica Consortium, established in 2018 and including London-based ecoLogicStudio, the Urban Morphogenesis Lab (Bartlett School of Architecture, University College London) and the Synthetic Landscape Lab (University of Innsbruck, Austria), has therefore been pursuing architecture as a research-based practice, exploring the interdependence of digital and biological intelligence in design by working directly with non-human living organisms. The research focuses on the diagrammatic capacity of these organisms in the process of growing and becoming part of complex bio-digital architectures. A key remit is training architects’ sensibility at recognising patterns of reasoning across disciplines, materialities and technological regimes, thus expanding the practice’s repertoire of aesthetic qualities. Recent developments in evolutionary psychology demonstrate that the human sense of beauty and pleasure is part of a co-evolutionary system of mind and surrounding environment. In these terms, human senses of beauty and pleasure have evolved as selection mechanisms. Cultivating and enhancing them compensate and integrate the functions of logical thinking to gain a systemic view on the planet Earth and the dramatic changes it is currently undergoing. This article seeks to illustrate, through a series of recent research projects, how a renewed appreciation of beauty in architecture has evolved into an operational tool to design and measure its actual ecological intelligence.
keywords Bio-digital, bio-computation, bio-city, effectiveness, empathy, impact, sensing
series journal
email
last changed 2020/11/02 13:34

_id ecaade2018_351
id ecaade2018_351
authors Piekarski, Maciej
year 2018
title New Concepts for Application of Topological Interlocking In Architecture
doi https://doi.org/10.52842/conf.ecaade.2018.2.467
source Kepczynska-Walczak, A, Bialkowski, S (eds.), Computing for a better tomorrow - Proceedings of the 36th eCAADe Conference - Volume 2, Lodz University of Technology, Lodz, Poland, 19-21 September 2018, pp. 467-476
summary The paper concerns the issue of constructing flat vaults from elements topologically interlocking inspired by the Abeille blocks. One of the new ideas that are presented is constructing the vaults in an order opposite to the one considered untill now. The problem of static response on the thrust force, significant for flat vaults, is usually solved by the use of the perimeter frame, added only after arranging all the elements of the vault. The paper presents how to arrange the vault inside a previously made frame thanks to application of special components divided into parts, which are inserted at the end and play the same role as a keystone in a stone arch. The other new concept is shaping vaults based on equilateral triangles and regular hexagons, from hexagonal, romboidal and triangular elements shaped and arranged in a manner similar to the one used for shaping square vaults. The last innovative concept presented in a paper concerns shaping the perimeter frame from the components providing stiffness of the frame only due to topological interlocking. All presented ideas have been analised purely at a geometric level.
keywords reciprocal structures; flat vaults; topological interlocking
series eCAADe
email
last changed 2022/06/07 08:00

_id ecaaderis2018_114
id ecaaderis2018_114
authors Pyrillos, Theodoros
year 2018
title Behavioural Space Configurations - Architectural Spatial Configuration from a Biological Standpoint
source Odysseas Kontovourkis (ed.), Sustainable Computational Workflows [6th eCAADe Regional International Workshop Proceedings / ISBN 9789491207143], Department of Architecture, University of Cyprus, Nicosia, Cyprus, 24-25 May 2018, pp. 39-48
keywords The following research, depicts a theoretical model of producing architectural spatial layouts. This is based on a more Biological View of Architectural space and concerns it self with the way that organisms (and in-turn we) perceive and interact with our environments. The model presented here emanates from a range of different fields and not only architectural theory and design. This research touches upon the fields architecture, mathematics, biology, behavioural psychology and has been inspired and draws heavily on the work done by Tim Ireland, as well as some of the work of Gregg Lynn and Alessandro Zomparelli, as well as the theoretical work of Uexküll and Kwinter. The model has began from a simple coding exercise and has developed into a detailed organism that acts and interacts with its environment. The end results present a bottom-up approach to spatial architectural layouts that are defined by the way the organism design interacts with given spatial qualities and other similar organisms with other given spatial qualities. The results retrieved from the coding exercises represent a more abstract -at this point- representation of space and have been slightly manipulated in other Modelling Packages to receive a clearer image.
series eCAADe
email
last changed 2018/05/29 14:33

_id ecaade2018_184
id ecaade2018_184
authors Tonn, Christian, Schmidt, Harald, Bringmann, Oliver and Klawitter, Daniel
year 2018
title Abstracting and Trimming Reality - One-Click-Region-Growing and Surface Trimming in Point Clouds
doi https://doi.org/10.52842/conf.ecaade.2018.1.257
source Kepczynska-Walczak, A, Bialkowski, S (eds.), Computing for a better tomorrow - Proceedings of the 36th eCAADe Conference - Volume 1, Lodz University of Technology, Lodz, Poland, 19-21 September 2018, pp. 257-262
summary Measured point clouds are the cast of the as-built reality. In this paper, we present an approach to derive a partially closed surface model from a point cloud. Without using fully-automated methods we instead leverage the users abstract thinking towards a half-automated approach. Hence we present our algorithm for a one click region growing in point clouds and intersecting and trimming those regions to achieve a partially watertight surface model.
keywords Point cloud; Region growing; As-built environment; Region trimming; Surface model
series eCAADe
email
last changed 2022/06/07 07:58

_id ecaade2018_166
id ecaade2018_166
authors Unger, Pawe³ and Rom?o, Luís
year 2018
title The Game of Urban Attractiveness - Shape Grammars and Cellular Automata Based Tool for Prediction of Human's Behaviour in Cities
doi https://doi.org/10.52842/conf.ecaade.2018.2.629
source Kepczynska-Walczak, A, Bialkowski, S (eds.), Computing for a better tomorrow - Proceedings of the 36th eCAADe Conference - Volume 2, Lodz University of Technology, Lodz, Poland, 19-21 September 2018, pp. 629-638
summary This paper presents a way to predict people's interest in a public space based on a space's "attractiveness" as a movement attractor. Two generative systems are integrated into the prediction model. The Cellular Automata (CA) is the core of simulation engine and the Shape Grammars (SG) is a descriptive language for the CA rules. Both, CA and SG exhibit complementary features counteracting each other's drawbacks. Having translated social behaviour into a set of rules, the CA algorithm applies them to distinguish people's leisure interest attractors from places with a minor attractiveness. The tool is designed to be used at various urban scales by city planners and venture capitalists. It is dedicated towards the early stage of planning process to evaluate the future attractiveness of places. The case study is located in the central district of Lisbon, Bairro Alto. One of the important aspects are description of the rules with SG and interpretation of the CA results. Implemented in Python for Grasshopper and visualised in Rhinoceros3D. The article does not present the final solution, rather is an experimental attempt to interpret and describe the already explored urban context of Cellular Automata.
keywords Behaviour Prediction; Cellular Automata; Shape Grammars; Space Attractiveness; Urban Simulation
series eCAADe
email
last changed 2022/06/07 07:57

_id caadria2018_316
id caadria2018_316
authors Yan, Chao, Zhang, Yunyu, Yuan, Philip F. and Yao, Jiawei
year 2018
title Virtual Motion - Shifting Perspective as an Instrument for Geometrical Construction
doi https://doi.org/10.52842/conf.caadria.2018.2.471
source T. Fukuda, W. Huang, P. Janssen, K. Crolla, S. Alhadidi (eds.), Learning, Adapting and Prototyping - Proceedings of the 23rd CAADRIA Conference - Volume 2, Tsinghua University, Beijing, China, 17-19 May 2018, pp. 471-480
summary From the invention of projection to the emergence of digital technology, there's a clear correspondences among the transformations of visual representation paradigm in art, the developments of design instrument in architecture, and the human perception of time/space. Base on the examination of this particular historical trajectory, this paper focuses the working mechanism of shifting perspective as an alternative design instrument to explore the possibility of embedding time and motion into static form in digital age. Firstly, the paper reviews how the shifting perspective was introduced to represent space in modern western painting and photography. Then based on the research on shifting perspective, the paper develops a design tool, which would be able to translate motion into the particular geometrical feature of a generated 3D object. In the end, the paper brings further discussions about the formal and spatial effects brought by this new tool, and its potential to incorporate the perceptive image of human being into design process.
keywords Shape Study; Projective Geometry; Shifting Perspective; Motion; Time Dimension
series CAADRIA
email
last changed 2022/06/07 07:57

_id ecaade2018_216
id ecaade2018_216
authors Yavuz, Ecenur, Çolako?lu, Birgül and Aktaº, Begüm
year 2018
title From Pattern Making to Acoustic Panel Making Utilizing Shape Grammars
doi https://doi.org/10.52842/conf.ecaade.2018.2.477
source Kepczynska-Walczak, A, Bialkowski, S (eds.), Computing for a better tomorrow - Proceedings of the 36th eCAADe Conference - Volume 2, Lodz University of Technology, Lodz, Poland, 19-21 September 2018, pp. 477-486
summary This paper presents the application of shape grammars in a real case design problem. The design problem is stated as developing computational acoustic panel solution for classroom with various acoustic problems by modifying 2D pattern, which basically utilizes shape grammars. The study demonstrates interdisciplinary environment of design education and discussions of shape grammars in acoustic panel design and making. It includes different methods to design, like intuitive tendencies, computational thinking, computational tools, and computer simulations. The rule sets of the 2D (pencil-paper-based) pattern are intuitively created by the designer with simultaneous studies of understanding shape grammars. The study consists of three stages. The first stage illustrates 2D pattern generation utilizing computational thinking via shape grammar methodology, second stage illustrates computer generation of 2D pattern with the help of computational tools, and the third stage utilization and modification of this 2D pattern into 3D acoustic panel with feedbacks of computer simulations.
keywords computational design; computer-generated geometrical design; shape grammar; acoustic; odeon
series eCAADe
email
last changed 2022/06/07 07:57

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